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Posts posted by ReDBaroN
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Sorted by Awol, download bornholm.h from Here
Will be included in the next update.
I have added this version of bornholm.h to my a3_epoch_server_settings.pbo but, these still not there for me..? Anyone else with same problem?
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we still had some sappers spawning during nighttime so i changed to this:
class CfgMainTable
{
class Default
{
chance = 1;
lootMin = 1;
LootMax = 1;
tables[] = { "Food" };
antagonists[] = {
{ "UAV", 0 },
{ "Cloak", 0 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
{ "Sapper", 0 },
{ "SapperB", 0 },
{ "PHANTOM", 100 }
};
class Trash : Default
{
chance = 0.33;
lootMin = 1;
LootMax = 6;
tables[] = {
{ "Items", 5 },
{ "Backpack", 5 },
{ "Pistols", 3 },
{ "Uniforms", 9 },
{ "Vests", 7 },
{ "Headgear", 9 },
{ "Food", 9 },
{ "Hand", 10 },
{ "Equipment", 10 },
{ "Generic", 15 },
{ "GenericLarge", 18 }
};
antagonists[] = {
{ "UAV", 100 }, // I_UAV_01_F
{ "Cloak", 0 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F
{ "Sapper", 0 }, // Epoch_Sapper_F
{ "SapperB", 0 } // Epoch_SapperB_F
no more sappers and even players with nvidia gpu are fine.
server fps now capped out at 50-53 and no more client side fps drops.
we didnt apply any changes brian mentioned in his post tho.
Thanks, giving this a whirl now. So basically you think it's sappers and cloaks that's doing it...?
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I tried your fixes above Boleparty and everything seemed fine for about 45-50 mins and then the server took a bath....FPS back down to 5-12...
Are epoch looking into it at all does anyone know?
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I've changed mine now, I've added the command into infiSTAR to run on clients when loading in.
That's interesting Brian. Which file did you add it to, AH, AT, Run....? Also, where in the file did you add it?
Thanks
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has anyone had problems where the OP method has stopped working since the udpate to 1.48 & 0.3.0.4?
Cleaning vehicles from traders seems to have stopped working for me. They all still keep the vehicles in their lists....
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create a file called onPlayerRespawn.sqf in your mission folder and paste this in
waitUntil {vehicle player == player}; waituntil {!isnull (finddisplay 46)}; waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; enableEnvironment true;
Repack and you're good to go
Hi Brian, I'm already running a modified onPlayerRespawn.sqf for my earplugs script. Can I just add this code to the end of it?
Thanks
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Managed to do that on foot but, can't get them to ' get out ' of the vehicle...I brought them to the evacuation point and gave me a box..mission accomplished
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Just ran through the captive mission, follow, stay, board seemed to work, however evac points and "everyone out" did not seem to work. Unable to win without evac point, other than that, looks really good. Looking forward to playing with it more.
I second this. Can't get them to get out even though system chat recognises the command. Tried to get them to get out at an evac point. They just don't get out... Love the mission though... :)
Also, on the dayz heli crashes, the loot seems to vanish after a set period of time just leaving the wreck there. As the loot spawns at the start of the mission, I didn't think we would have to change the win/lose timings...? I can confirm I'm not running any cleanups other than epoch default.
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Hi Horbin, thanks again for a great mission system :)
I have a quick question which I hope you don't mind me asking rather than testing. I don't have an A3 test server at the moment so, I'm trying to get stuff right first time...
Is it possible in globallootdata to have an item in an array so it might not get picked at all by doing it this way:
["ItemSodaOrangeSherbet", [0,0,4]], // 0 plus a random amount between 0-4 : 0-4 items in total?
Or, would this just break stuff?Thanks -
if it's working correctly they don't need to enter codes anymore as the safe code is saved to their character ID. If they don't get the option to just open it then I guess you have something messed up.How come nobody gets the option to unlock their safes? Nobody can get access to their safes unless I open them with admin powers.
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you need to search for the correct buildings list for the map you are using and edit the buildings list sqf.Ok do you know of a fix?
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There are some posts from the author about the version of p4l you can use with vector. Have you checked that? You can only go up to 2.35 I think from memory.In an effort to insure there could be no conflicts with my above problem. I stripped my server down to no mods except for the ones listed above, and after the redo I get the same error and problem! The server runs fine with just A Plot for Life, but breaks after I add Vectors and build something then restart the server. The only things in the object_data table are the items I build for testing. I am sure I am not the only person that has run into this problem!
Also, I use precise with vector and installed that at the same time. So, my advice is if you are on the correct version of p4l, try adding precise and see if that fixes it.
Good luck man.
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Yes, have tried searching the classnames in the entire folder...only returning the one titan in spawnserver.sqf
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Only trouble with that is I would like to keep the launchers but, thanks for the tip, might go for this until it's fixed.
As we have RPG 32's allowed on the server, it would be good to know where they are being spawned in and replace all the Titan's with that. But, even though I've found the launch_I_Titan_F in spawnserver.sqf, we seem to have all types of Titans coming in and I can't find where....guessing there's a random cfg.magazines call somewhere...
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Hi Horbin,
Firstly apologies if this has been covered but, I've had a full read through before, am subscribed to the thread and have tried searching in case I missed anything. I have a problem I'm wondering if you could help on...The AI seem to still be dropping their launchers when killed even though the HC seems to be running normally and we have this line in the baseserver.sqf:
// when an AI dies, gear on this list is deleted from the AI's inventory. [ [], //Uniforms [], // Vests [], // Backpacks. [], // Helmets ["Launch_Titan_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F"], // Weapons ["RPG32_HE_F","Titan_AA","Titan_AT","M_Titan_AA"], // Magazines [] // Items
Am I doing something wrong?
Thanks
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Hello, DB = 0 from epochserver.ini is wrong. U must change to NA123, which is default if you not change it.
Look for InstanceID in epochserver.ini
local valuelist = redis.call('keys', 'AI_ITEMS:NA123:*') is what u need :-)
Thanks dude. Can't believe I didn't spot that and was trying to use the DB number instead of instance... :mellow:
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Yes but I only want to clean vehicles out as they use up the spawn count when they're in the traders stock....
:-P
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Hi Brunz, have you seen that before?
<empty list or set>
Can't see to get past this..
Thanks for any help.
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Testing the new launch options from "Little Bird" on our server and the fps are now stable for everyone!!!
Hoping the Devs will have a look at the fps issue and can create a final fix for that options:
"-noSplash -cpuCount=2 -malloc=system"
Its only on the bornholm map!!!
Did you try adding these to the server's launch parameters or are you just doing this client side?
Thanks
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Hi,
That basically means it found no results from the keys lookup, check your EpochServer.ini and see what is your InstanceID, you may need to modify the keys lookup pattern to match.
eg.. where it has 1 change it to your instanceid
local valuelist = redis.call('keys', 'AI_ITEMS:1:*') local valuelist = redis.call('keys', 'AI_ITEMS:MyInstanceID:*')
You can check the keys look up is working by doing below
replace the below parameters to suit your environment and then run the below in the command prompt.
1. Connect to DB using redis-cli
redis-cli -h 127.0.0.1 -p 2456 -a mypass -n 0
2. List keys using a pattern
127.0.0.1:2456> keys AI_ITEMS:MyInstanceID:* 1) "AI_ITEMS:MyInstanceID:87" 2) "AI_ITEMS:MyInstanceID:26" etc.....
if all else fails try to connect using http://redisdesktop.com/
Hi Brunz, I have the same problem with <integer> 0
When I followed your instructions above changing my DB instance ID to 0 which is what I have against DB in my EpochServer.ini file, I get this:
<empty list or set>
Can't work out what I'm doing wrong, any ideas?
Thanks
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You also can try this one, it search automaticly for the arma3.exe-path. Only set Ip, Port, Mods and Password if one needed and go...
echo off ::/* *******************************www.v-i-p-gaming.de******************************* */ COLOR 0E mode con lines=30 cols=80 TITLE A3 Epoch Batch echo. echo Connecting to server... echo. echo To cancel click on the [X].... echo. timeout 5 echo. SETLOCAL ENABLEEXTENSIONS :v64_path_a3 For /F "Tokens=2* skip=2" %%A In ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive\ArmA 3" /v "MAIN"') Do (set _ARMA3PATH=%%B) IF NOT DEFINED _ARMA3PATH (GOTO v32_path_a3) ELSE (GOTO run) :v32_path_a3 For /F "Tokens=2* skip=2" %%C In ('REG QUERY "HKLM\SOFTWARE\Bohemia Interactive\ArmA 3" /v "MAIN"') Do (set _ARMA3PATH=%%D) IF NOT DEFINED _ARMA3PATH (GOTO uac_PATH_A3) ELSE (GOTO run) :uac_PATH_A3 FOR /F "tokens=2* delims= " %%E IN ('REG QUERY "HKLM\SOFTWARE\Wow6432Node\Bohemia Interactive\ArmA 3" /v "MAIN"') DO (SET _ARMA3PATH=%%F) IF NOT DEFINED _ARMA3PATH (GOTO exit) ELSE (GOTO run) :run :: ::/* Set the Server-IP after the = */:: set Server_IP=123.4.567 :: ::/* Set the Server-Port after the = */:: set Port=2302 :: ::/* Set the Server-Password after the = */:: ::/* If Server have no Password just let it empty */:: set Password= :: ::/* Set required Mods for the Server */:: set Mod=@Epoch; :: :: :: ::/* ***************************Do not edit after this line*************************** */ start "" "%arma3%\arma3.exe" 0 0 -skipintro -mod=%Mod% -noSplash -noFilePatching -world=empty -connect=%Server_IP% -port=%Port% -password=%Password% ENDLOCAL :exit @exit ::/* *******************************www.v-i-p-gaming.de******************************* */
Hey Chiller this is great! Any chance of an updated version that looks for arma3battleye.exe and puts the 0 1 after it which prevents having to do the restart in arma since 1.44?
Thanks :)
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edit, pls delete
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Depends what load you put in the mission system on the Hc. if you put 200 odd ai and 7 missions running concurrently you check those resources again....
If you leased a managed server for hc, you may put that kind of load on and then my first point is valid. How could the host stop you doing that....?
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because the hc uses about the same resources as another server so they would have to charge you same again. Then they would have to more support work as well with launch params etc.I've been hassling my GSP to see if they would offer a service where you can rent HC slots like you do a server. Can;t imagine why no GSPs have thought of this. I mean, who wouldn't offer to pay an extra £5/month for a hosted HC? It's still cheaper than a dedi, and you could bang all your AI stuff through it.
Bornholm Spawns
in Server Install
Posted